From 1f3630e047d1ebeb914a7b55aa8e19df90e24107 Mon Sep 17 00:00:00 2001 From: tenplus1 Date: Fri, 13 Dec 2024 08:32:08 +0000 Subject: [PATCH] portal_api.lua localise math localise math functions --- portal_api.lua | 30 +++++++++++++++++------------- 1 file changed, 17 insertions(+), 13 deletions(-) diff --git a/portal_api.lua b/portal_api.lua index 47e7c4c..d9bd9c3 100644 --- a/portal_api.lua +++ b/portal_api.lua @@ -57,6 +57,10 @@ nether.portal_destination_not_found_message = S("Mysterious forces prevented you from opening that portal. Please try another location") +-- Math functions +local math_floor, math_min, math_max, math_sin, math_cos = math.floor, math.min, math.max, math.sin, math.cos +local math_random, math_hypot = math.random, math.hypot + --[[ Positions @@ -691,9 +695,9 @@ local function get_timerPos_from_p1_and_p2(p1, p2) -- and if someone want to make a circular portal then that positon will still likely be part -- of the frame. return { - x = math.floor((p1.x + p2.x) / 2), + x = math_floor((p1.x + p2.x) / 2), y = p1.y, - z = math.floor((p1.z + p2.z) / 2), + z = math_floor((p1.z + p2.z) / 2), } end @@ -704,7 +708,7 @@ local function get_colorfacedir_from_color_and_orientation(color, orientation, p assert(orientation, "no orientation passed") local axis_direction, rotation - local dir = math.floor((orientation % 360) / 90 + 0.5) + local dir = math_floor((orientation % 360) / 90 + 0.5) -- if the portal is vertical then node axis direction will be +Y (up) and portal orientation -- will set the node's rotation. @@ -715,7 +719,7 @@ local function get_colorfacedir_from_color_and_orientation(color, orientation, p if dir == 1 then axis_direction = 3 end -- East if dir == 2 then axis_direction = 2 end -- South if dir == 3 then axis_direction = 4 end -- West - rotation = math.floor(axis_direction / 2); -- a rotation is only needed if axis_direction is east or west + rotation = math_floor(axis_direction / 2); -- a rotation is only needed if axis_direction is east or west else axis_direction = 0 -- 0 is up, or +Y rotation = dir @@ -875,7 +879,7 @@ local function list_closest_portals(portal_definition, anchorPos, distance_limit local x = anchorPos.x - found_anchorPos.x local y = anchorPos.y - found_anchorPos.y local z = anchorPos.z - found_anchorPos.z - local distance = math.hypot(y * y_factor, math.hypot(x, z)) + local distance = math_hypot(y * y_factor, math_hypot(x, z)) if distance <= distance_limit or distance_limit < 0 then local info = minetest.deserialize(value) or {} debugf("found %s listed at distance %.2f (within %.2f) from dest %s, found: %s orientation %s", found_name, distance, distance_limit, anchorPos, found_anchorPos, info.orientation) @@ -1176,7 +1180,7 @@ local function set_schematic_param2(schematic_table, frame_node_name, frame_node for _, node in ipairs(schematic_table.facedirNodes) do if isFacedir and node.facedir ~= nil then -- frame_node_color can be nil - local colorBits = (frame_node_color or math.floor((node.param2 or 0) / 32)) * 32 + local colorBits = (frame_node_color or math_floor((node.param2 or 0) / 32)) * 32 node.param2 = node.facedir + colorBits else node.param2 = 0 @@ -1465,9 +1469,9 @@ local function ensure_remote_portal_then_teleport(playerName, portal_definition, end -- rotate the player if the destination portal is a different orientation - local rotation_angle = math.rad(destination_orientation - local_orientation) + local rotation_angle = math_rad(destination_orientation - local_orientation) local offset = vector.subtract(playerPos, local_wormholePos) -- preserve player's position in the portal - local rotated_offset = {x = math.cos(rotation_angle) * offset.x - math.sin(rotation_angle) * offset.z, y = offset.y, z = math.sin(rotation_angle) * offset.x + math.cos(rotation_angle) * offset.z} + local rotated_offset = {x = math.cos(rotation_angle) * offset.x - math_sin(rotation_angle) * offset.z, y = offset.y, z = math_sin(rotation_angle) * offset.x + math_cos(rotation_angle) * offset.z} local new_playerPos = vector.add(destination_wormholePos, rotated_offset) player:set_pos(new_playerPos) player:set_look_horizontal(player:get_look_horizontal() + rotation_angle) @@ -1528,7 +1532,7 @@ function run_wormhole(timerPos, time_elapsed) local run_wormhole_node_func = function(pos) - if math.random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal + if math_random(2) == 1 then -- lets run only 3 particlespawners instead of 6 per portal minetest.add_particlespawner({ amount = 16, time = 2, @@ -1621,7 +1625,7 @@ local function create_book(item_name, inventory_description, inventory_image, ti local display_book = function(itemstack, user, pointed_thing) local player_name = user:get_player_name() - minetest.sound_play("nether_book_open", {to_player = player_name, gain = 0.25}) + minetest.sound_play("nether_book_open", {to_player = player_name, gain = 0.25}, true) local formspec = "size[18,12.122]" .. @@ -1641,7 +1645,7 @@ local function create_book(item_name, inventory_description, inventory_image, ti local width = 7.9 local height = 12.0 local item_number = i - local items_on_page = math.floor(#chapters / 2) + local items_on_page = math_floor(#chapters / 2) if i > items_on_page then -- page 2 left_margin = 10.1 @@ -2262,8 +2266,8 @@ function nether.get_schematic_volume(anchor_pos, orientation, portal_name) -- schematic then we will also need to check orientations 3 and 4. -- (The currently existing portal-shapes are not affected) return - {x = math.min(minp0.x, minp1.x), y = math.min(minp0.y, minp1.y), z = math.min(minp0.z, minp1.z)}, - {x = math.max(maxp0.x, maxp1.x), y = math.max(maxp0.y, maxp1.y), z = math.max(maxp0.z, maxp1.z)} + {x = math_min(minp0.x, minp1.x), y = math_min(minp0.y, minp1.y), z = math_min(minp0.z, minp1.z)}, + {x = math_max(maxp0.x, maxp1.x), y = math_max(maxp0.y, maxp1.y), z = math_max(maxp0.z, maxp1.z)} end -- Assume the largest possible portal shape unless we know it's a smaller one.